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Progress to 7.27.14 (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : Progress to 7.27.14) Locked
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Jul 27 2014 Anchor

Map tech is going well. Work has started on the Quake-hack mode.

7.26.14

DONE: random target copy improved for individual hack chunks - target2 copies mdl (map name, model name) value match
WIP: plat ops (need trigger)
FIX: ambient_* does not copy - need target_speaker looped

7.25.14

WIP: quake hack chunks
DONE: target copy improved for individual hack chunks - target1 copies mdl (map name, model name) value match
DONE: lip chosen as vertical increment for multi level hacks

7.24.14

WIP: quake hack chunks

7.20.14

WIP: forest intro

7.18.14

WIP: cold forest intro

7.17.14

FIX: if (!self.aiment.killtargets) -- logic was reversed
TWEAK: changed killtargets to deathtype for replication due to doors doing stuff with killtargets

7.16.14

WIP: work on doors
- and buttons

7.15.14

WIP: work on doors
--- partial - move in a weird direction, still dont have triggers working right

7.14.14

DONE: snow tweak

7.13.14

WIP: ice biome
TWEAK: sv_c_hackday for testing
WIP: weathers (rain puddles ? snow fall gather ? )
-- rain & snow, plus thunder
TESTED: oblige doom random level generator -- levels are pretty cool

7.12.14

DONE: cliff light
DONE: high cliffs
DONE: random 1 deg - to x deg (up to 49) rotate to add to 90 deg incr. rotates -- cliffs look great this way
WIP: day / nght
-- r_ambient controls by timer, skybox dimming / brighten, replace moon w/ sun, maybe sky track for both

7.11.14

WIP: lighting -- mostly done
FIXED: remove / limit light "pip" at low levels -- mostly

7.10.14

WIP: lighting

7.8.14

DONE: low cliffs
WIP: re-low lighting

7.7.14

DONE: fix low green hills - check dirt hills for same -- was overlap outside +/- 512 line

7.6.14

WIP: ow map ent copy - fixed issues
WIP: biome lighting
DONE: low green hills
WIP: convert stone henge

7.5.14

FIX: biome re-fsck
DONE: add smalt to scrub plain rock
- flat sand

7.4.14

WIP: biomes, single shot structures
FIXED: items scaling because volume used for ammo amounts

7.3.14

DONE: biome monsters droptofloor
FIXED: lava lines
DONE: sand biome

7.2.14

WIP: biomes, single shot structures
- dirt biome
NOTE: doesnt copy monsters - fooey - DM issue this
DONE: added monster wake & turn
FIXED: alt_flt texs
FIXED: low chunks were under hack triggers
WIP: one off structure

7.1.14

WIP: biomes, single shot structures
- hill biome
FIXED: sky issue

6.30.14

FIXED: editor issues with tex - editor paint image MUST match wad dimensions exactly !
WIP: forest, lava, cliffs, redid ruins
DONE: autofire trigger
FIXED: borked dont fade state in deal
FIXED: make 0.5 for rotating all pieces so we can exclude state 1 here
IMP: make hacks & models disappear far away

6.29.14

WIP: base ground biome - rotatable style now, more ragged, less vsisble pattern
- forest, lava

6.28.14

WIP: map tech - KA, OA
WIP: base ground biome

6.27.14

WIP: map tech - KA, OA
ADD: biomes

6.24.14

WIP: map tech - KA, OA
FIXED: railgun limit on open maps
DONE: added misc_model to q3ents

6.23.14

WIP: monster_generator - spawns working, trigger, defaults
WIP: map tech

6.22.14

WIP: monster_generator - spawns working, trigger, defaults
-- need think test, no target - need to build full 8 set, slow down if delay (-), spc. map test, test volume, test max_health

6.21.14

WIP: map tech

6.20.14

WIP: realms maps -- tex work trnc-w
WIP: map tech

6.19.14

WIP: realms maps
WIP: visage map re-design

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